Art of MrNunez

Art of MrNunez Digital Humans | Co-Founder
Making characters for cinematics, games and collectibles�

Www.mrnunez.com Digital humans / Co-Founder .co

09/08/2026

Stop ignoring that ugly Metahuman neck seam! 🛑

Here is my exact workflow to blend your custom character’s head and body flawlessly. From raw topology to a cinematic finish. ✨

👇 SAVE this for your next UE5 project!

🔗 Full step-by-step tutorial at the link in my bio.

08/11/2026

Bruce Lee Torso Zbrush Sculpt practice

08/08/2026

Blender Non-destructive sculpting: Remesh and subdivide

08/02/2026

The Layer Trick Everyone Misses in ZBrush

05/30/2026

After 15+ years working in character art, I’m finally releasing my new course:

Cinematic Characters in Unreal Engine

This course is focused on the full workflow behind creating believable cinematic characters for real-time production.

We go through sculpting, texturing, grooming, shading, rendering, presentation, and how everything comes together inside Unreal Engine.

I also wanted this to be more than just a course, so you’ll get access to the Art Heroes community where you can share your work and get feedback from other artists.
This project took a huge amount of work and I’m really excited to finally share it with you all.

Link in bio 🚀

UE6 unrealengine6

05/28/2026

Join me as I walk you through the complete process of creating cinematic characters in Unreal Engine.

After 15 years working in character art, I wanted to put together the kind of course I wish I had when I started, something focused on a real workflow instead of random disconnected tutorials.

We’ll go through sculpting, texturing, grooming, shaders, lighting, rendering, and how everything comes together inside Unreal Engine 5.

If you’re trying to improve your character art skills or finally understand the full pipeline behind cinematic real-time characters, this course is designed to help you build production-ready work while keeping the process fun and approachable.

04/22/2026

A better shot from Seraphim Angel I did for

This has been one of my fave projects since I pushed my limits and made me learn how to create a Feather system (was in my todo list for a while ).

Huge Kudos to the Light team and Jean Baptiste for such a terrific job on the Houdini feather system.

Better shots from bodysuit I worked on

04/20/2026

Coachella 2026 — ÆDEN

Had the chance to collaborate with studio on two key pieces for the show: ThunderGodess and Seraphim.

On ThunderGodess, I focused on the body and suit. Packed with micro detail, layered materials, and subtle breakup to hold up under stage lighting and scale. Likeness was crafted by the insanely talented , which gave the whole piece a strong foundation to build on.

Seraphim was a different beast. First time diving deep into a feather system at this level; over 300 eyes integrated across the wings. It pushed everything, from structure to readability in motion. Challenging, but honestly a lot of fun once it started to click.

Big respect to the LightVFX team for bringing the ÆDEN show together. You guys delivered something special.

3DArt CharacterDesign CGI VFX UnrealEngine MetaHuman RealtimeGraphics VirtualProduction DigitalAvatar CreatureDesign FeatherSystem LookDev ZBrush ArnoldRender GameDev Immersive XR CreativeDirection

03/26/2026

The DLSS5 history

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Indio, CA

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